Realistic Upgrades
cerberus414
Join Date: 2005-05-07 Member: 51098Members, Constellation, Reinforced - Shadow
Playing this game a lot, It was always hilarious for me to be out in the field with a weapon that could instantly start doing more damage out of the blue (that is, when the weapon or armor upgrade finishes). I say that those upgrades, including motion tracking, armor and weapons and any other new permanent upgrades for marines that will come out in NS2 should only be applied after the upgrade finishes and the marine respawns. In theory, every time you spawn through that IP, you are a new and different person and you come to the battlefield with new and upgraded weapons once they were researched. In my mind, it makes sense. I have a feeling that this was already suggested, but I felt like posting today so..... what do you guys think?
Comments
its the nanites
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Oh that explains everything..... (sarcasm)
The only real problem is that right now we are used to having the armor and weapon upgrades affect the soldiers everywhere, instantly, and in the field (not having to spawn or return to base for the ugrade). Not being able to do that on the fly removes a marine boosting trait which would need to be balanced by say aliens not being able to get new upgrades until they egg or spawn.
So for that reason I'd lean towards a vote no, but I'll abstain for now because I want to hear what others reply. It's a creative idea but perhaps there's another way implement it... You just gave me an idea!!! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Plus, the upgrades would probably be almost instant anyways since majority of marines die frequently. It would also kinda balance out the games in pubs when some uber ansl h4x0r joins and goes 20-0because he got a weapon upgrade within 45 seconds of the game.
See if you like my alteration when I post it.
the counter argument for why it IS more realistic this way is:
Nanites.
Yes, we all use it as a joke, but it actually is one of the key background elements of the NS world. It is why bullets don't hit friendlies (they recognize them and dissipates), it is why the comm can just magically med/ammo packs any where on the map (the ship/station has nanites everywhere that the com can tap into to create small items), it is why a welder pointed at a marine magically fixes the armour (it actually is firing a stream of nanites that replace those in the armour).
Then again, I am also a strong proponent of 'fark real, I just want good game play'. So long as the effects are balanced out, I don't really care.
Yea, well then NS2 Devs should make a animations for the marines as they level up, kinda like in WoW. So at least it shows people that someething is going on (nanites improving the gun somehow).
I guess now we're going in cricles because I'm in the same boat as <b>the_x5</b> with his <a href="http://www.unknownworlds.com/forums/index.php?s=3052479138950698496&showtopic=102035" target="_blank">Arms Lab Upgrade Enhancement</a>
Arms labs/obs etc. ~ they hold the tech (i.e. instructions) for the nanies and send these instructions through the grid. When distroyed the instructions are also lost, thus the upgrade is lost. When built the instructions are resent.
You could adjust it so the marine has to return to an armory to get upgrade instructions if they are already there or spawn in with them BUT: In this case they should not lose the upgrade if the AA is lost, you can't have it both ways. This would reduce the strat of aliens breaking in and killing the AA in a raid. Thus, by making it more "real" you crap all over game play. However, I like where X5 is going <a href="http://www.unknownworlds.com/forums/index.php?s=3052479138950698496&showtopic=102035" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=102035</a>
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<!--quoteo(post=1639757:date=Jul 19 2007, 09:53 PM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Jul 19 2007, 09:53 PM) [snapback]1639757[/snapback]</div><div class='quotemain'><!--quotec-->However, I like where x5 is going <a href="http://www.unknownworlds.com/forums/index.php?s=3052479138950698496&showtopic=102035" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=102035</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Yay! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Thank you for the support, though if I may ask, would you mind posting a "<b>vote <!--coloro:#33CC00--><span style="color:#33CC00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>" in that thread please? Again glad you liked my idea which was inspired by cerberus5's idea in this thread, and I hope that animated image helps explain what I'm getting at to the many people who skim topic without reading them thoroughly.
No it currently makes perfect sense, leave it be.
Arms labs/obs etc. ~ they hold the tech (i.e. instructions) for the nanies and send these instructions through the grid. When distroyed the instructions are also lost, thus the upgrade is lost. When built the instructions are resent.
You could adjust it so the marine has to return to an armory to get upgrade instructions if they are already there or spawn in with them BUT: In this case they should not lose the upgrade if the AA is lost, you can't have it both ways. This would reduce the strat of aliens breaking in and killing the AA in a raid. Thus, by making it more "real" you crap all over game play. However, I like where X5 is going <a href="http://www.unknownworlds.com/forums/index.php?s=3052479138950698496&showtopic=102035" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=102035</a>
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Just out of curiosity. Did you just make that up on the fly or is it written somewhere deep inside the NS manual?
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It's in the fanfiction. One of them was by TAK with advice from me. He's actually paraphrasing and leaving technical details out though which is making me want to glare at him for the rest of this thread.
/me glares menacingly at Misere
Just out of curiosity. Did you just make that up on the fly or is it written somewhere deep inside the NS manual?
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Just wrote it up but would not be surpirsed if its in the manual some where. Although its nice to have "realism" in the game it comes second to game play, however, we are taking about science ficton here, so "realism" does not really enter into it, rather consistancy does.
/me smiles and shrugs at the_X5
<!--quoteo(post=1639620:date=Jul 19 2007, 09:48 AM:name=Thansal)--><div class='quotetop'>QUOTE(Thansal @ Jul 19 2007, 09:48 AM) [snapback]1639620[/snapback]</div><div class='quotemain'><!--quotec-->I am also a strong proponent of 'fark real, I just want good game play'. So long as the effects are balanced out, I don't really care.<!--QuoteEnd--></div><!--QuoteEEnd-->